This video features a teacher who has successfully gamified her classroom, and shows her strategies, techniques, and creations!
This a video about gamification and how it can fit into education effectively. It not only discusses how gamificaiton can help in classrooms, but how gamification can specifically create positive effects in schools.
This is a post written by Karl Kapp, which addresses a few common misconceptions about gamification and how to effectively use gamification in a classroom.
This is an analysis of gaming and what is involved when people game, which could prove beneficial when designing a game withe a specific outcome in mind. Considering players' emotions, types of fun, and instincts can be helpful.
This is a quick and simple list to read about the Do's and Don't's of Gamification that can be applied to work, learning, and other environments.
This is just a quick factual article about Gamification by Educause Learning Initiative, including the significance of gamification and possible downsides of it.
This is an online gaming resource that was created by teachers. It has different elements including reasons gaming can be effective in classrooms, as well as many games that have content for varying grades from elementary to high school.
This website has many game resources that can be used to implement gaming in many subject areas such as, Math, Language Arts, Science, Technology, Arts, Etc.
This is a google excel doc that has hundreds of games that teachers have used in their classrooms. It contains information about the games such as: skill or topic it covers, appropriate age group, technology platform supported on, and price.
This website provides an overview of many games that have educational content incorporated into them. They are organized into content sections that further can be explored.
This paper in on a study done by Han-Yu Sunga and Gwo-Jen Hwangb shows how effective integrating a collaborative game in elementary science classrooms was. It not only looks at gamification as a tool, but the importance of collaboration as well.
This is a paper about some challenges faced in the "Just Press Play" project and how the design team fixed them. This will give an idea of some challenges that can be faced when gamifying a classroom, and some things to consider before implementing a certain system or program.
This paper by, Adrienne Decker and Elizabeth Lawley, provides insight on a successful study and use of gamification in an undergraduate program at Rochester Institute of Technology in NY. They called the system they used for gaming "Just Press Play".
This is a published paper that looks at how effective integrating gaming into a high school computer science was on student learning and motivation in Greece.
This short paper by Sebastian Deterding features his own opinions and other author's inputs about how to effectively use gamification and which elements can be used ineffectively.